[L4D1 & L4D2] Tank anti-stuck (anti-block)
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Description:
Intended for intensive game.Compatibility: - L4D1.Commands: Nothing. There are several service cmds in debug mode for test reasons only.Settings (ConVars): Using: Credits: Related topics:
ChangeLog (pre-release)
Donate Donates are very appreciated and welcomed for further inspiration, make me happy, and make next updates came out more often: |
Re: [L4D] Tank anti-stuck (anti-block)
Good work on this.
I've wanted a plugin like this for awhile to fix stuck tanks. Whether it was finales or other areas. This does the trick without having to manually do it. |
Re: [L4D] Tank anti-stuck (anti-block)
Great work.
I've been looking for a solution for a long time. I tested it on my l4d2 server and got no errors so far. I also use the pluguin supertanks ++ and it worked well. Thank you for sharing your work. :bacon!::bacon!: |
Re: [L4D] Tank anti-stuck (anti-block)
2.0 (05-May-2019)
- Collision with another clients (include other tanks) is now not considered as stuck. - Fixed case when TR_DidHit() could return wrong result due to extracting info from global trace. - Added "l4d_TankAntiStuck_dest_object" ConVar to control the destination, where you want to teleport tank to: (0 - next to current tank, 1 - next to another tank, 2 - next to player). By default: 1 (previously, it was: 2). - Added new violations (punishment is teleporting tank directly to player): 1. Punish the player who doesn't move (tank stucker / inactive player) 2. Punish the player who rush too far from the nearest tank (and thus, from the team, including team rush). Punishments are enabled by default. To disable, use below ConVars: - l4d_TankAntiStuck_idler_punish - l4d_TankAntiStuck_rusher_punish For detail adjustments, see more new ConVars in the thread. - Code optimization - Tank angry detection is improved - Tank stuck detection is improved to avoid false positives |
Re: [L4D] Tank anti-stuck (anti-block)
Good work on this.
It would be interesting if a similar plugin could be done with specials that get stuck and teleport them out of stuck spots. |
Re: [L4D] Tank anti-stuck (anti-block)
After update, Tank no longer teleport when stuck, only teleport to Idler so if tank stuck and survivors move around glitch spot (spot cause tank cant reach), tank cant reach them and dont teleport as long as survivors keep move around.
P/S: I enable only Tank teleport when stuck and teleport to Idler. And my bad English |
Re: [L4D] Tank anti-stuck (anti-block)
Technically, that doesn't mean "stuck inside another model".
However, I will change the detection method (and add additional ConVar) in the next version when I will have enough free time. |
Re: [L4D] Tank anti-stuck (anti-block)
using this with mutant tank plugin. On dark carnival finale with multiple tanks, sometimes they get stuck in the upper room, can it be fixed? thanks
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Re: [L4D] Tank anti-stuck (anti-block)
What is behaviour of that tank, does he stay in one place without any moving and does not collide with other objects?
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Re: [L4D] Tank anti-stuck (anti-block)
For now, use previous version if you have it. I can send you in the evening. Until i make combined version
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Re: [L4D] Tank anti-stuck (anti-block)
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Previous version Tank will teleport whenever stay still for too long (depend on Cvar). I like this version because he usually teleport to ppl cause tank stuck (most glitch spot make tank cant reach usually small so that person cant move then count as Idler), before he random teleport. |
Re: [L4D] Tank anti-stuck (anti-block)
Updated.
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Re: [L4D] Tank anti-stuck (anti-block)
Tank still not teleport to the head of player if stay in one spot (only smooth teleport and not colliding with any model). Anyway, still good update because now he get back Smooth Teleport. Tks~
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Re: [L4D] Tank anti-stuck (anti-block)
good job
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Re: [L4D] Tank anti-stuck (anti-block)
can you add ability to enable only on certain maps? The tank usually gets stuck on hard rain chapter 3, and is forced to teleport above player. This makes gameplay extremely difficult on this campaign, especially with custom tank.
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Re: [L4D] Tank anti-stuck (anti-block)
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You need to increase that value to be able to activate the 2-nd stage of teleport (instant to object, defined by l4d_TankAntiStuck_dest_object ConVar). 1-st stage of teleporting executes after 2 tank stuck detections (it teleport tank in the nearest player direction only, with the distance, defined by l4d_TankAntiStuck_inst_tele_dist ConVar, so you can increase this value as well (or instead)). 2-nd stage is activated after 3+ tank stuck detections. |
Re: [L4D] Tank anti-stuck (anti-block)
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Re: [L4D] Tank anti-stuck (anti-block)
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In this vid, I use Cvar: l4d_TankAntiStuck_idler_radius "200" l4d_TankAntiStuck_dest_object "2" l4d_TankAntiStuck_inst_tele_dist "200" I keep moving to Plugins not count me as Idler. https://youtu.be/XuSKd3QKOCQ And I even try to lock he in End of map Saferoom so he cant break the door of that Safe and he dont teleport to player. Just stay and punch to the door. |
Re: [L4D] Tank anti-stuck (anti-block)
@Dragokas please add cvar number of teleports per card. (пожалуйста можете добавить квару количества телепортов)
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Re: [L4D] Tank anti-stuck (anti-block)
Limit? What sense?
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Re: [L4D] Tank anti-stuck (anti-block)
Nice plugin! Works really well in almost every instance Ive tested it, and is a much better plugin in practice when compared to other similar plugins I've tried.
I have idea in addition to the teleport tank to where players are blocking a ladder to stop tank climbing it. Why not also punish the player so that if the player stays on the ladder for more than x amount of seconds, the tank that is stuck at the base of ladder (just stomping around and where it cant always teleport itself to the player either) why not then after x-amount of seconds punish the player (using the incapped game mechanic) and have that player automatically fall off the ladder to the ground where the tank is itself, so the player goes to the tank instead of teleporting the tank to the player. The tank stomping around at the base of the ladder becomes the game-play mechanism to make the player fall off the ladder. Just my 2 cents, and something maybe also worth considering in a future update of this plugin :) |
Re: [L4D] Tank anti-stuck (anti-block)
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I also thinking about option to increase tank damage for a while when player specifically blocks the tank next to itself. Quote:
Or, maybe I don't undertand how to work with. I'm thinking about replacing it with manual drawing the box using several lasers for determining correct empty place to teleport tank to. Maybe, after New Year... |
Re: [L4D] Tank anti-stuck (anti-block)
You could just allow tanks to punch on the ladder instead?
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Re: [L4D] Tank anti-stuck (anti-block)
you mean change move type?
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Re: [L4D] Tank anti-stuck (anti-block)
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maybe do what visor did with shooting from ladders since tank_claw is a weapon, just an idea. https://forums.alliedmods.net/showthread.php?t=275904 |
Re: [L4D] Tank anti-stuck (anti-block)
Hi Dragokas, sorry, I have a request:
* add a Cvar kill the stuck Tank PHP Code:
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Re: [L4D] Tank anti-stuck (anti-block)
To allow players abuse map bugs even more trying to stuck tank instead of killing him? I think, no.
We have enough customizing abilities at the moment: Quote:
But, that case will be fixed in the nearest version as soon as I have time for it. |
Re: [L4D] Tank anti-stuck (anti-block)
I use Mutant Tanks v8.65 and Tank Rush 2 v1.3.4 on my servers
The Mutant Tanks get stuck when they don't make contact with any survivor or when you get too far away from them, it wouldn't hurt to add a Cvar that enables killing of stuck tanks. Quote:
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Re: [L4D] Tank anti-stuck (anti-block)
I had similar problem a long time ago but I'm unsure what exatly fixed that.
Try to remove all tank_ ConVars from your server.cfg. At least try to set them by default. Then, add: PHP Code:
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Re: [L4D] Tank anti-stuck (anti-block)
Also, if you don't mind I would like to have a full dump of your server (without any private things of course).
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Re: [L4D] Tank anti-stuck (anti-block)
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Re: [L4D] Tank anti-stuck (anti-block)
Are "This works" mean:
tanks automatically get killed? or tanks are no longer losing control? |
Re: [L4D] Tank anti-stuck (anti-block)
sm_cvar sv_player_stuck_tolerance 1
versus can also try. |
Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
3 Attachment(s)
What I can do on this situation? Tanks spawns on a unreachable location, and can't get to the survivors, but he is in an area where he can move, so (I think) the plugin does not detect him as stucked. With l4d_TankAntiStuck_apply_convar 0, the tank commits suicide, but I want it to teleport, preferably not too close to the survivors.
I've try l4d_TankAntiStuck_dest_object 0,1 and 2 and nothing happens. |
Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
I've no idea. Do you have something to suggest?
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Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
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I've been trying different setups at this stage, where 50% of the tanks spawn in an unreachable spot, and the only thing that seems to work is l4d_TankAntiStuck_non_angry_time. I had it set to 0 on normal situations because I don't want a tank that appears quiet and waiting for survivors in hiding spot to suddenly teleport to survivors. But in final stages it doesn't applies, so what I have done is put time this cvar. What I don't like is that tank appears directly ABOVE our head. Although the cvar says "Distance under the head of player". So, if I change l4d_TankAntiStuck_head_height_min and max to any high value (800-1000), the tank appears high up in the air, possibly on a higher floor? That would be fine for me, at least it would give me some time to be forewarned. Edit: Yes! It works. With a value of 1000, tank appears on mid air, and the bots quickly shoot to the sky, warning me that a tank is going to fall, which gives me time to dodge it. |
Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
Yeah, l4d_TankAntiStuck_non_angry_time intended for special servers only, where one tank attack has not a lot of impact, or tank count +1/-1 has not much influence.
l4d_TankAntiStuck_head_height_min normally it shouldn't teleport on 2nd floor, only in visible range, but the math and vector calculation of this plugin sucks. It is written so long ago when I didn't know much about them, really require a full re-design. So, those behavior isn't guaranteed in future versions. Also l4d_TankAntiStuck_dest_object surely require more options to teleport tank to. Maybe I consider to re-done it at some point of time. Maybe not )) If you say some tanks just walk "by circle" and can't reach the players area, there're not much I can think of about better stuck detection in such special case. Maybe some timeout where tank is allowed to walk inside un-playable nav area..., if that area is correctly marked by map maker. Not much to suggest in your case. Just continue experiment on your own :) |
Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
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Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
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Sorry to ask a question:
After I use this plugins, the tank will jump into the sky directly when it performs jumping or crawling movements. After I closed the plugins, the tank returned to normal The img link:https://postimg.cc/8FV7dkd2 This is my list of plugins: Quote:
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Re: [L4D1 & L4D2] Tank anti-stuck (anti-block)
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